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GameObjectScene

Struct GameObjectScene 

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pub struct GameObjectScene {
    pub name: String,
    pub objects: Vec<GameObject>,
    /* private fields */
}
Expand description

A bounded scene of game objects with hierarchy support. Serializable as JSON for .wm scene files, editor snapshots, and replication.

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§name: String§objects: Vec<GameObject>

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impl GameObjectScene

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pub fn new(name: String) -> Self

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pub fn spawn(&mut self, name: String) -> Result<u64, String>

Spawn an empty game object. Returns its ID.

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pub fn spawn_primitive( &mut self, name: String, kind: PrimitiveKind, ) -> Result<u64, String>

Spawn a game object with a primitive mesh. Returns its ID.

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pub fn find(&self, id: u64) -> Option<&GameObject>

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pub fn find_mut(&mut self, id: u64) -> Option<&mut GameObject>

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pub fn despawn(&mut self, id: u64) -> bool

Despawn an object by ID. Clears dangling parent references.

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pub fn len(&self) -> usize

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pub fn is_empty(&self) -> bool

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pub fn validate(&self) -> Result<(), String>

Validate entire scene.

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pub fn roots(&self) -> impl Iterator<Item = &GameObject>

Root objects (no parent).

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pub fn children_of(&self, parent_id: u64) -> impl Iterator<Item = &GameObject>

Children of a given parent.

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pub fn propagate_transforms(&self) -> Vec<[f32; 16]>

Propagate transforms through the parent-child hierarchy. Each child’s world matrix = parent_world * child_local. Stores results indexed by object position in self.objects.

Uses topological BFS from roots — O(N) single pass, each object computed exactly once. Parents are always processed before children.

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pub fn visible_mesh_count(&self) -> usize

Count of visible objects with a mesh binding.

Trait Implementations§

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impl Clone for GameObjectScene

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fn clone(&self) -> GameObjectScene

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for GameObjectScene

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for GameObjectScene

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fn default() -> GameObjectScene

Returns the “default value” for a type. Read more
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impl<'de> Deserialize<'de> for GameObjectScene

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl Serialize for GameObjectScene

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

Auto Trait Implementations§

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> DeserializeOwned for T
where T: for<'de> Deserialize<'de>,